Fire Emblem Heroes

FEH Pirate Naesala Build 2024: Best IVs [Fire Emblem Heroes]


Hey, I’m Zathong and this guide is about Pirate Naesala  Build in Fire Emblem Heroes (FEH).

Best Pirate Naesala build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Pirate Naesala build for the meta. Learn more about Pirate Naesala ’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.

Overall Rating: 9/10

Pirate Naesala Builds

:   Crossbones ClawA :  Atk/Spd Solo 4
:  RepositionB : S/D Near Trace 3
: GlimmerC :  Atk Smoke 3
S : Atk/Spd Solo 3

Recommended IVs

  • +Spd/-Res
  • +Spd for a +10 Merge

Stats

Hero Stats

Neutral Stats at Lv. 40 (5★)

Roles

  • Close Physical
  • Exclusive Skill

Counters & Teammates 

Counters

These picks are strong against Pirate Naesala  in game.

Teammates 

These picks are good against Pirate Naesala  in game.

Gameplay

Skills

These are all skill for Pirate Naesala : Passives, Specials, Assists & Weapons.

For Passives Skill

Skill NameEffectLearned At
Atk/Spd Solo 1If unit is not adjacent to an ally, grants Atk/Spd +2 during combat.5★
Atk/Spd Solo 2If unit is not adjacent to an ally, grants Atk/Spd +4 during combat.5★
Atk/Spd Solo 3If unit is not adjacent to an ally, grants Atk/Spd +6 during combat.5★
Atk/Spd Solo 4If unit is not adjacent to an ally, grants Atk/Spd +7 during combat.5★
S/D Near Trace 1Enables【Canto (Rem. +1)】.
Inflicts Spd/Def-1 on foe during combat.
【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn + 1. (If unit used a movement skill that warped them, its remaining movement is 0.)
(Unit moves according to movement type. Once per turn, cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit’s base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit’s remaining movement +1.)
5★
S/D Near Trace 2Enables【Canto (Rem. +1)】.
Inflicts Spd/Def-2 on foe during combat.
【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn + 1. (If unit used a movement skill that warped them, its remaining movement is 0.)
(Unit moves according to movement type. Once per turn, cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit’s base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit’s remaining movement +1.)
5★
S/D Near Trace 3Enables【Canto (Rem. +1)】.
Inflicts Spd/Def-3 on foe during combat.
【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn + 1. (If unit used a movement skill that warped them, its remaining movement is 0.)
(Unit moves according to movement type. Once per turn, cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit’s base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit’s remaining movement +1.)
5★
Stall Ploy 1At start of turn, inflicts 【Stall】 on foes in cardinal directions with HP < unit’s HP-5.
【Stall】 If unit has “unit can move 1 extra space”, converts that effect into “restricts movement to 1 space” through its next action.
5★
Stall Ploy 2At start of turn, inflicts 【Stall】 on foes in cardinal directions with HP < unit’s HP-3.
【Stall】 If unit has “unit can move 1 extra space”, converts that effect into “restricts movement to 1 space” through its next action.
5★
Stall Ploy 3At start of turn, inflicts 【Stall】 on foes in cardinal directions with HP < unit’s HP.
【Stall】 If unit has “unit can move 1 extra space”, converts that effect into “restricts movement to 1 space” through its next action.
5★

For Specials Skill

Skill NameEffectLearned At
Night Sky(Cooldown Count = 3) Boosts damage dealt by 50%.5★
Glimmer(Cooldown Count = 2) Boosts damage dealt by 50%.5★

For Assists Skill

For Weapons Skill

Skill NameMightRangeEffectLearned At
Hatchling (Flier)41At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms,5★
Fledgling (Flier)61At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms,5★
Adult (Flier)91At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms,5★
Crossbones Claw141Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, inflicts Spd/Def-6 on foe and neutralizes effects that prevent unit’s follow-up attacks during combat.
If unit is not adjacent to an ally and unit initiates combat while transformed, unit can make a follow-up attack before foe can counterattack.
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
5★

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